68,000 research outputs found

    A novel algorithm for dynamic student profile adaptation based on learning styles

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.E-learning recommendation systems are used to enhance student performance and knowledge by providing tailor- made services based on the students’ preferences and learning styles, which are typically stored in student profiles. For such systems to remain effective, the profiles need to be able to adapt and reflect the students’ changing behaviour. In this paper, we introduce new algorithms that are designed to track student learning behaviour patterns, capture their learning styles, and maintain dynamic student profiles within a recommendation system (RS). This paper also proposes a new method to extract features that characterise student behaviour to identify students’ learning styles with respect to the Felder-Silverman learning style model (FSLSM). In order to test the efficiency of the proposed algorithm, we present a series of experiments that use a dataset of real students to demonstrate how our proposed algorithm can effectively model a dynamic student profile and adapt to different student learning behaviour. The results revealed that the students could effectively increase their learning efficiency and quality for the courses when the learning styles are identified, and proper recommendations are made by using our method

    An E-Learning Investigation into Learning Style Adaptivity

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    Semantic Photo Manipulation with a Generative Image Prior

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    Despite the recent success of GANs in synthesizing images conditioned on inputs such as a user sketch, text, or semantic labels, manipulating the high-level attributes of an existing natural photograph with GANs is challenging for two reasons. First, it is hard for GANs to precisely reproduce an input image. Second, after manipulation, the newly synthesized pixels often do not fit the original image. In this paper, we address these issues by adapting the image prior learned by GANs to image statistics of an individual image. Our method can accurately reconstruct the input image and synthesize new content, consistent with the appearance of the input image. We demonstrate our interactive system on several semantic image editing tasks, including synthesizing new objects consistent with background, removing unwanted objects, and changing the appearance of an object. Quantitative and qualitative comparisons against several existing methods demonstrate the effectiveness of our method.Comment: SIGGRAPH 201

    Adaptive development and maintenance of user-centric software systems

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    A software system cannot be developed without considering the various facets of its environment. Stakeholders – including the users that play a central role – have their needs, expectations, and perceptions of a system. Organisational and technical aspects of the environment are constantly changing. The ability to adapt a software system and its requirements to its environment throughout its full lifecycle is of paramount importance in a constantly changing environment. The continuous involvement of users is as important as the constant evaluation of the system and the observation of evolving environments. We present a methodology for adaptive software systems development and maintenance. We draw upon a diverse range of accepted methods including participatory design, software architecture, and evolutionary design. Our focus is on user-centred software systems

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    A Novel Adaptation Model for E-Learning Recommender Systems Based on Student’s Learning Style

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    In recent years, a substantial increase has been witnessed in the use of online learning resources by learn- ers. However, owing to an information overload, many find it difficult to retrieve appropriate learning resources for meeting learning requirements. Most of the existing systems for e-learning make use of a “one-size-fits-all” approach, thus providing all learners with the same content. Whilst recommender systems have scored notable success in the e-commerce domain, they still suffer from drawbacks in terms of making the right recommendations for learning resources. This can be attributed to the differences among learners’ preferences such as varying learning styles, knowledge levels and sequential learning patterns. Hence, to identify the needs of an individual student, e-learning systems that can build profiles of student preferences are required. In addition, changing students’ preferences and multidimensional attributes of the course content are not fully considered simultaneously. It is by failing to review these issues that existing recommendation algorithms often give inaccurate recommendations. This thesis focuses on student learning styles, with the aim of dynamically tailoring the learning process and course content to meet individual needs. The proposed Ubiquitous LEARNing (ULEARN) system is an adaptive e-learning recommender system geared towards providing a personalised learning environ- ment, which ensures that course learning objects are in line with the learner’s adaptive profile. This thesis delivers four main contributions: First, an innovative algorithm which dynamically reduces the number of questions in the Felder-Silverman Learning Styles (FSLSM) questionnaire for the purpose of initialising student profiles has been proposed. The second contribution comprises examining the accuracy of various similarity metrics so as to select the most suitable similarity measurements for learning objects recommendation algorithm. The third contribution includes an Enhanced Collaboration Filtering (ECF) algorithm and an Enhanced Content-Based Filtering (ECBF) algorithm, which solves the issues of cold-start and data sparsity in- herent to the traditional Collaborative Filtering (CF) and the traditional Content-based Filtering (CBF), respectively. Moreover, these two new algorithms have been combined to create a new Enhanced Hybrid Filtering (EHF) algorithm that recommends highly accurate personalised learning objects on the basis of the stu- dents’ learning styles. The fourth contribution is a new algorithm that tracks patterns of student learning behaviours and dynam- ically adapts the student learning style accordingly. The ULEARN recommendation system was implemented with Visual Studio in C++ and Windows Pre- sentation Foundation (WPF) for the development of the Graphical User Interface (GUI). The experimental results revealed that the proposed algorithms have achieved significant improvements in student’s profile adaptation and learning objects recommendation in contrast with strong benchmark models. Further find- ings from experiments indicated that ULEARN can provide relevant learning object recommendations based on students’ learning styles with the overall students’ satisfaction at almost 90%. Furthermore, the results showed that the proposed system is capable of mitigating the problems data sparsity and cold-start, thereby improving the accuracy and reliability of recommendation of the learning object. All in all, the ULEARN system is competent enough to support educational institutions in recommending personalised course content, improving students’ performance as well as promoting student engagement.Arab academy for science technology & maritime transpor

    User-centered visual analysis using a hybrid reasoning architecture for intensive care units

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    One problem pertaining to Intensive Care Unit information systems is that, in some cases, a very dense display of data can result. To ensure the overview and readability of the increasing volumes of data, some special features are required (e.g., data prioritization, clustering, and selection mechanisms) with the application of analytical methods (e.g., temporal data abstraction, principal component analysis, and detection of events). This paper addresses the problem of improving the integration of the visual and analytical methods applied to medical monitoring systems. We present a knowledge- and machine learning-based approach to support the knowledge discovery process with appropriate analytical and visual methods. Its potential benefit to the development of user interfaces for intelligent monitors that can assist with the detection and explanation of new, potentially threatening medical events. The proposed hybrid reasoning architecture provides an interactive graphical user interface to adjust the parameters of the analytical methods based on the users' task at hand. The action sequences performed on the graphical user interface by the user are consolidated in a dynamic knowledge base with specific hybrid reasoning that integrates symbolic and connectionist approaches. These sequences of expert knowledge acquisition can be very efficient for making easier knowledge emergence during a similar experience and positively impact the monitoring of critical situations. The provided graphical user interface incorporating a user-centered visual analysis is exploited to facilitate the natural and effective representation of clinical information for patient care
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